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Old Cruik Hollow

The limestone caves of Old Cruik Hollow are at the head of a box canyon and show the signs of decades of use by various groups over the ages. Stairs have been cut into the floor of the cave on the left leading into the upper caves. Sections of the caves have been closed off with wooden walls and doorways – and a small tomb was cut into the looping cave and then more recently converted into a storage space.

Old Cruik HollowOld Cruik Hollow

These days the upper caves are home to a small group of bandits, exiles and outlaws from the nearby town. Their leader, Ola Zeldade, escaped town when they began growing scales as they are actually at least one quarter naga, and are in the midst of the slow transformation into a more naga-like form.

Old Cruik Hollow (no walls)Old Cruik Hollow (no walls)

The lower caves have two old statues of manifestations of a pair of minor earth deities. Ola’s gang always posts a pair of fake “priests” down here to divert inquiry and chase away interlopers.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Hanging up the Fifth Edition Delves

Amid a crush of deadlines and other work, I made some changes recently to reduce my stress levels. Among them was cancelling my Fifth Edition Delves line of adventures. While I enjoyed both titles released in the line, and had additional titles in progress at the time, the reality is that the line wasn’t making enough money for me to be able to assign it a dedicated project manager.

With my current schedule of commissioned cartography and my Patreon work, I can’t dedicate the time needed to growing a line like this – and the line isn’t profitable enough to pay someone else to handle it for me.

The line grossed a total of just under $2,500 since launch (almost evenly split between the two adventures – although Kiel did edge out Zzarchov ever so slightly), which is fine for a hobby product, but not sustainable mixed in with my full-time cartography work.

I love working with Kiel and Zzarchov who wrote the adventures, and with Jensen who did the layout on Kiel’s, and with D.L. Johnson doing art, and hope to work with them all again in the future, but as it stands I’m much happier not having to deal with this and instead being able to focus exclusively on map making again for a while.

You can still pick up both titles from DriveThruRPG:

(Source: Dyson’s Dodecahedron)
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Athenaeum of the Lost – Upper Level

Connected to the lower level via three different staircases, the upper level of the Athenaeum of the Lost contains fewer books than the ground level, but has a number of interesting locations.

(click here to see the lower level map)

Athenaeum of the Lost - Upper LevelAthenaeum of the Lost – Upper Level

One of the first things noticeable about the Athenaeum when approching it from the broken bridge on the main level is the upper galleries and open staircase leading there. Above the main entrance is a long gallery along the wall of the underground crevasse with five windows looking down over the bridge. At one end of this gallery is a twisting staircase that leads between the levels, fully exposed and open to the crevasse for a portion of the climb. At the other end is a larger gallery and lookout.

This level of the library is a mezzanine looking over the main library with floor to ceiling bookshelves set along the walls as well as a number of reading spaces and a small locked archive where the scholar-priest keeps those volumes he is intent on repairing or copying.

The level also includes a small set of cells for people caught sneaking around the area, and a small open chapel with a statue of the god of knowledge and secrets.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Release the Kraken on White Crag Fortress

Release-The-Kraken

As our “release the Kraken” map this month, I’ve combined two linked releases from 2015 and put them together into a single map. Welcome back to White Crag Fortress.


No more than a generation ago did Hender, Warlord of the Two Realms, build the white fortress at the end of Merman’s Bluff. A small and fiercely held chunk of white granite looking over the dark and choppy seas where once the local fisherfolk made deals with the merpeople of the Octopus Kingdom.

The fortress has never fallen, but has changed hands with the winds of politics and the changing fortunes of those who have tried to hold it. The current “castellan” of the fortress is a netherman (half-goblin) who uses it as part of his claim upon the title of Warlord – although none (even those who traded him the fortress) will acknowledge it. From White Crag Fortress he taxes the local farmers and fishermen lightly, but maintains an army of half-breed mercenaries that earns everyone’s distrust.

White Crag FortressWhite Crag Fortress

White Crag Fortress is two discrete constructions – the Bailey Fort and the Spire. The Bailey Fort is separated from the mainland by a ditch dug into the spur of stone it is built into, with a permanent wooden bridge across leading into the main gatehouses. The Bailey Fort is a fairly large multi-story affair with a fairly large central courtyard. Should the fortress ever be owned by someone of wealth and means, this courtyard would likely be covered with a wooden structure turning it into another great hall with additional stories above it.

The Spire looks out over the sea from the tip of Merman’s Bluff. Still made of the same white granite, it is a cramped and construction, restrained by the limited amount of land to work from. It is connected to the Bailey Fort via a stone bridge as well as a small tongue of rocky land that keeps the last part of the bluff from being a complete island.

keep-on-keeping-on

If one were to look directly down from the watch tower on the north side of the Bailey Fort, there is a cave leading into Merman’s Bluff with a small stone wharf connected to it. This postern gate to White Crag Fortress is intended to be well guarded, although the original door has been removed after it got stuck too often from rusting hinges and lock as well as swollen oak from the constant battering from the sea. In time it should be replaced by a properly oiled and tarred door, but for the time being the gateway remains open.

The main level of the structures wind up under the structures of the Bailey Fort leading eventually to a trap door opening into the fort proper. These structures are used as storage, guard rooms, and an escape route in case of emergency.

under-the-fortress

There is also a passage that leads up under the Spire, however it lacks an accessway into that structure (at one point there was such an access point, but a team of mechanical assassins used it to gain access to the spire and it was blocked off afterwards). This section contains a secret chamber that in turn has a trap door down to the lower chambers which are used as a secret dungeon for prisoners as well as an underwater escape route for those with the access and the means to travel underwater.

The tunnel leading underwater from these lowest passages proceeds 130 feet further from Merman’s Bluff and into a small cave 20 feet under water.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Athenaeum of the Lost – Lower Level

Linked to the greater dungeon only by a broken stone bridge across an underground crevasse, this remote underground library is maintained and guarded by the resident retired scholar-priest who keeps the place locked down, guarded with a small collection of animated objects, and who in turn subsists on a diet of conjured food and water.

Athenaeum of the Lost (Lower Level)Athenaeum of the Lost (Lower Level)

The main chamber of the structure is the library itself, a two-tiered chamber with nearly 50 bookshelves on this level and additional stacks on the upper tier. Unlike the dungeon and the rough chasm outside, the Athenaeum is kept exceptionally clean as the scholar-priest’s animated guardians serve double duty as cleaning staff and generally see little actual defensive work – the residents of the nearby dungeon having realized that this whole area is best avoided.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The Blessed Monastery

Up in the Fox Hills is a small monastic order. They make mead and honey, study liturgical texts, and commune with their god of the harvest. The monastery grounds include a number of stout stone structures dominated by a large church that remains closed to outsiders.

The Blessed MonasteryThe Blessed Monastery

While the Blessed Monastery seems fairly open and inviting, with large parts of the wall being archways without doorways (represented as the long sections of the wall that are “dotted” instead of solid), the monks and priests here keep the church locked except during major events when they invite the nobles from the region to attend their ceremonies. Aside from these events, guests are only ever received in the Oratory of the Eleventh Blessing, in the northeastern portion of the monastery.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Eff Your Dungeon

Sometimes you just need a dungeon that tells every other dungeon how you feel about them. Or a substitute level in a larger adventure when the original level was just a massive pain in the ass (I’m looking RIGHT AT YOU, “the Nightmare Maze of Jigresh”).

Fuck Your DungeonFuck Your Dungeon

Or perhaps you have learned that your DM is about to run you through the Tomb of Horrors, again, with extra horrors and less treasure.

In that case, I would probably wear the T-Shirt to the session, or perhaps drink from the mug. I’ve stuck this design on a variety of products through Redbubble. (Note that because of RedBubble’s rules regarding the F-word, there’s an adult filter to get through to see the products on the site.)

While you are there, there are also a bunch of other designs I’ve posted to the site over the last year to check out.

This dungeon design was triggered by a recent Twitter thread where Gil Ramirez was reminiscing on the classic “Dungeon of FU” I posted almost three years ago.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The Many Chambers of Izzel’s Folly

A dense complex of odd chambers and nonsensical halls, Izzel’s Folly is home to at least one foul fiend normally only found in the third glaucous hell and is in turn overrun with foul little humanoids that seem to spontaneously erupt through from their particular hell to accompany (and feed) the fiend.

The Many Chambers of Izzet's FollyThe Many Chambers of Izzel’s Folly

Izzel originally built this as part of a larger structure in their research into summoning forth the many alchemical salts of the yellow hells – but at some point everything went wrong. The surface structures are all destroyed and all that remains are these underground areas which were once painted in all imaginable shades of yellow, but which are now a pale blue-grey (and occasionally green-grey where the brightest yellows still cling).

The structures down here include a variety of pseudo-temples (to contact the residents of the yellow hells), strange metamagical machineries, workspaces, grand halls, secret chambers, and even a chamber completely divorced from the rest of the structure, only reachable through passwall, teleportation, and similar magics.

And of course, many foul little demonic beasts.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Prince’s Harbour – Map 2

This month’s map of Prince’s Harbour is set at the outlet of the Gnoll’s Ear River into the Prince’s Harbour itself off the Flindhome River. Land along the Gnoll’s Ear is rough and rocky, making it poor farmland in most cases except in small stretches where significant soil has built up.

Prince's Harbour - Map 2Prince’s Harbour – Map 2

The Gnoll’s Ear has a bad reputation, a rough current, and a lot of rocks, so few homes are built along it proper – instead most people build homes nearby, tucked into the forest or along the roads outside of the main streets of Prince’s Harbour itself just to the north. Properties here are a mix of subsistence farming and lower class residential for those who work for the craftsfolk and richer families in town.

The main reason adventurers may find themselves in this area is a passing interest in the burned ruins of a major structure on the partial peninsula formed by the Gnoll’s Ear, or just when travelling through the area.

Prince's Harbour - Map 2 (no hexes)Prince’s Harbour – Map 2 (no hexes)

The ruins were a three-story stone manor house and outbuildings – there used to be a road between them and Jendson’s Mine on Map 1, but it is almost entirely lost to nature now. The ruins have been used as a meeting place and “haunted ruins” dares by the youth of Prince’s Harbour for a couple of generations now, so everyone would be quite surprised if it turned out that there was indeed a secret haunted basement to the structure that can only be found by someone carrying the magical key to it.

Each hex on the map is roughly 100 feet face-to-face. The Prince’s Harbour maps are the first set of maps on the blog drawn entirely digitally in Photoshop – which has been a learning curve for me. Because I was in the middle of a major learning curve drawing this, they are being released as 300dpi jpgs instead of my usual 1200 dpi pngs. There will be a total of 9 maps in the set when complete.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Greth’s Island Keep

Perched out in a small lake in the Swamp of Forgotten Dreams is a small stony island keep only a hundred or so feet from shore. Surrounded by the heavy swamp forests, the island and keep are only visible when you fly overhead or manage to get to the shore of the nameless lake.

Greth's Island KeepGreth’s Island Keep

Built with a combination of magic and bullywug slave labour, the small keep on the nameless lake was meant to be Greth’s place of refuge as he studied the effects of the Swamp of Forgotten Dreams. But as with most who decide to live in the swamp, Greth long ago ceased to be an impartial observer and has instead found himself in a strange nightmare, no longer remembering why he is here, trapped on this small island refuge surrounded by the timeless swamp and the strange creatures that wander it.

Ever since I started practicing drawing and illustrating, I’ve been enjoying the heavy smooth lines of working with a Sharpie marker. So occasionally I take the marker to my map work. This map is inspired in a large part by the small island keep in the Eye of the Serpent module which I also drew in this style while exploring it in a recent Monday night game session.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Tomb of the Kirin-Born Prince

The tomb of the Kirin-Born Prince is one of the older known tombs of the Etturan Dynasty – and one of the few who’s location was not lost with the burning of the Tarek Archives. Many expeditions to seek out the later “shaft-tombs” often use this tomb as a sort of base camp, much to the chagrin of the Etran Cenobites.

Tomb of the Kirin-Born PrinceTomb of the Kirin-Born Prince

A small order of religious monks has sprung up around several of the rediscovered Etturan tombs and attempt to maintain or rehabilitate the structures to worship and seek the gifts of the many god-kings that were entombed in the region. However, their numbers are few and the gifts of god-kings are sparse if not completely non-existent – thus the Etran Cenobites eke out a paltry living, only noticed when they harass would-be tomb-raiders.

This map was inspired by the Empire of the Petal Throne campaign I’ve been playing in – where we recently went exploring an old Engsvanyali-era tomb on the southern continent. The linework was all done on paper, with the shading added digitally afterwards.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Wyvernseeker Rock

Above the waterfall on the Azer river is an outcropping of pink granite with a small flat plateau atop it. J’cob Wyvernseeker earned his title here as his travelling companions from Elk Harbor watched him climb the rock and be picked up by a wyvern that he then flew across the sea to the west.

Some say he was just killed up there by a passing wyvern, and the stories of his travelling companions were just fanciful tales to get them an extra drink or two at the tavern.

Wyvernseeker RockWyvernseeker Rock

Regardless, the landmark also marks the location of a small “dungeon” – a set of passages and stairs that are used to cross both the Azer river and avoid the waterfall in the process. The passages of Wyvernseeker Rock are damp and foul – the stonework probably dwarven, but never completed.

This map was inspired by the module “Eye of the Serpent”, an AD&D1e adventure published in 1984 that I recently played through with the Monday Night Labyrinth Lord group. The maps in that adventure were drawn by Geoff Wingate / Paul Ruiz and it is specifically his style of rock face that I’m trying to emulate in this map.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Latest maps of our Engsvanyali Tomb Raiding

Here’s where we ended up leaving the Engsvanyali Tombs for the time being – we needed to restock on magic and climbing gear to bridge that last gap on the lower level and when we got back home we ended up caught up in all the minutia that comes with running a full Tsolyani colony on the southern continent.

Engsvanyali TombEngsvanyali Tomb

These tombs were drawn based on the GM’s descriptions as we played – I drew them using a graphics tablet in Photoshop while screen sharing my work with the group.

This version includes a bunch of notes about our loot and explorations (as well as a Rocky Horror Picture Show reference). With all the Engsvanyali gold and jewelry we dragged out of there, I’m at the point of being just over 1,000 XP away from level 6 – and becoming a bona fide general (as well as the clan elder of the House of Worms clan in Linyaro).

The rest of the session was spent in managing the city of Linyaro and figuring out where we were building clanhouses and temples to best impact the colony as well as advance our own political and religious goals.

(Source: Dyson’s Dodecahedron)
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Creepy Kraken Time!

Release-The-Kraken

For Hallowe’en this year, we are releasing the Kraken on two thematically-appropriate maps released in the last year.

First we have the classic haunted house – Blackhall Haunt.

Blackhall HauntBlackhall Haunt

About 40 minutes upriver from Kreland’s Ford is the old Blackhall. Sitting on a small hill, now nearly overgrown with brush and trees, the squat stone house has been abandoned for at least a decade, and is of course said to be haunted by the ghost of the previous owner who was slain in his sleep by creatures unknown.

Blackhall is obviously not a standard house – it is made of dark stone with very thick walls and narrow windows. Only a single story tall, the squat dark structure is heavy with the promise of mystery and creepiness. Of the windows, only the one looking into the overgrown garden is still intact. Leaves and other detritus covers the floors of the other rooms.

The current master of Blackhall hides from the sun in the small central secret room, and spends a little time in the chamber with the intact window, reading by candle light and occasionally walking the hall.


And our second map to be re-released under a commercial license are the dark dungeons under the black standing stones of Prior’s Hill.

Prior's HillPrior’s Hill

Eight massive standing stones loom around Prior’s Hill. Grasses never grow tall here, and according to those willing to track their travels through the forest, the druids’ paths all eventually lead to this one place.

On the right nights, with the right rituals, you can open the portal on Prior’s Hill and climb down the stairs to the black dungeons below.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Sanhelter Keep

A small keep within spitting distance of the Kearwood Grove – a sanctified grove of the druids of the Somernigan Woods – Sanhelter Keep is essentially a ranger base for keeping an eye on whomever or whatever moves in or our of the woods.

Sanhelter KeepSanhelter Keep

At some point the lords of Sanhelter stopped watching for poachers in the Somernigan, leaving that to the druids (and turning a blind eye to anything the druids may be doing that the Lords of Amargos would not approve of).

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Guildhall and Temple of the Ancient Masters

Much of the daily life in Archsford, the City of Glass, is managed by the Council of The Ancient Masters – a collective guildhall representing all the major guilds and many of the minor guilds in the city (Glassblowers, Masons, Cartwrights, Stevedores, Coopers, Merchants, Mourners, Physicians, Scribes, Charcoal-Burners, and a few others).

Guild TempleGuild Temple

From the Guildhall, they organize the city watch and defenses, as well as festivals, trade agreements with other cities, tax collection, and many things that one would expect to be handled by the Duke of Archsford and his civil service.

The hub of the Council is the Guildhall and temple of the Ancient Masters – a combined keep, place of worship, and town hall. On entry to the structure, the large main hall is usually populated with small lean-to shops (and the three chambers on the left are more permanent stores selling wares imported by members of the guildhall from strange and exotic lands). The rooms on the right are dedicated to the civil service and records of the guild.

The northern chamber is the main worship hall for the ancient masters themselves, the ancestor-gods of the temple. Most truly important meetings with the senior members of the guild are usually handled in this chamber and the room to the west, pacing around and occasionally intoning chants and rites while engaged in negotiations and power-brokering.

Beneath the temple are the crypts. This well-hidden substructure is only accessible via a secret door under the chair set in front of the statues of the three ancient masters in the main hall. Down here are the three crypts of the masters, who still whisper advice and prophecy to scribes who sit outside the crypts with one ear to the cracked masonry. A larger chamber past the crypts holds the scrolls of what the scribes have gleaned from the masters, as well as a secret door to a deeper crypt where something darker is entombed.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Well of the Wyrm

The lair of Qiroi, scaled wyrm of the Red Fjords, is far from secret. The rocks for a mile around are burned free of all plantlife, the waters tainted, the skies quiet. The entrance to the old dungeons beneath the ruins of Caenleigh Hold are clearly marked with his spoor and shed scales. And within the dungeons you can hear the serpentine slithering of the long monstrous dragon.

Well of the Wyrm

But Qiroi is no fool or beastial dragon. The sounds and movement within the dungeons east of the entrance cave are those of illusions planted to lure the unwary. For Quiroi lives beneath the dungeon, in a set of chambers reached through the river that feeds the ancient Caenleigh well.

Well of the Wyrm (B&W)Well of the Wyrm (B&W)

But he is still a dragon, and has little patience for interlopers and would-be dragon hunters. He uses the illusions and distractions to help him get the jump on intruders, to strike them from behind with his corrosive breath and potent magics.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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[EPT] Engsvanyali Tomb Raiding!

In our weekly Empire of the Petal Throne campaign, we have engaged in some light tomb raiding in order to find out more information about the history of a problem we are having. These tombs are associated with the followers of the last avatar of the Azure Queen in Glory… and we are trying to figure out how to deal with her next avatar, who we worry is going to be the Lady Seruna, daughter of the previous governor of our little colony.

The problem of course is that the current governor of the colony is one of the PCs (and my character’s nephew), and is currently the avatar of her arch-nemesis.

Since we play online using Google Hangouts, I pulled up Photoshop on one of my monitors, set it up with screen sharing to the rest of the group, and drew this player map as we explored based on the GM’s descriptions of the tombs.

A lot of people (especially on-line groups) pooh-pooh the role of party mapper (and party caller), but I find they really help things out. The party caller is great. Instead of everyone talking over each other to explain how we deal with a situation of where we are exploring next and what order we are going in and who is doing what, we have one voice that explains the sequence that we’ve negotiated as a group to the GM and we go ahead with it. It really works well for exploration-based play.

(Source: Dyson’s Dodecahedron)
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The Cursed Galleries

Supposedly once home to a demented prince of alien demons, the walls of the cursed galleries are decorated in mad texts painted in bold black on every available inch. These texts speak of other worlds, demonic powers, and foul creatures from “beyond the veil”.

The Cursed GalleriesThe Cursed Galleries

The galleries are beneath the Benmiria Academy of the Arcane, and are not only locked, but boarded shut. Those who try to study the walls often awaken somewhere else with no memories of the intervening time – somehow controlled or possessed by the texts they read, or if one experiment is to be believed, by either the galleries themselves or something foul still within them.

But when the diabolist arrived in Northvale and summoned the demon Xag’tharon to destroy the king’s armies, sages noted Xag’tharon is one of several demons who’s names are known to the Benmirian archives. And the locked texts of course indicate that they were in turn translated from the mad scribings in the galleries.

The kingdom needs a clever wizard or cleric to brave the galleries to find out more – and they should not travel there alone, for who knows what other foul powers the galleries can manifest as you attempt to unlock the secrets contained there.

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

 

(Source: Dyson’s Dodecahedron)
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Catacombs beneath the Holy City

The Holy City has a slight necropolis issue. For most of the history of the city, old mines and caverns beneath the hills of the city have been used as crypts and tombs. Some areas were expanded by churches specifically to inter the deceased, others just adapted as the small silver mines that helped found the city were worn out.

Catacombs Beneath the Holy CityCatacombs Beneath the Holy City

The reason it has become a problem is there can be no proper sewer system built beneath the city as long as the churches and temples regard the catacombs as sacred reliquaries. Further, the thieves that used the massive interconnected structures of tunnels and chambers to get around the city have been known to bury their own (and possibly their victims) down here without proper rites and rituals – leading to a small but steady growth of undead prowling the catacombs. The upside of this is few thieves use the catacombs anymore, but the churches have had to start setting guards to watch over their sacred tombs and crypts to keep prowling ghouls away…

Like the Dark Caverns of Turr that I posted last month, this map is one from my history books. I drew this map in December of 2014 while researching the catacombs under Paris and Rome. I really got into it and crammed all this material onto a single letter-sized page. And then never posted it. I did, however, send a scan of it to Mike Monaco and Paolo Greco for use in Burgs & Bailiffs: Trinity. So here we are, 4 years later, and I finally dug the original out of my old folders while organizing my office and have scanned it for your own games and mine.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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